S.T.A.L.K.E.R. - Clear Sky
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Free Radical

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Kapteyn

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Some armour, weapon and loot changes for rebalancing purposes.

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Free Radical's Clear Sky Customisation

-= WEAPONS =-

Standard grenades have been replaced with smoke grenades. NPCs will
still drop the original ones as random loot, but will only drop a
smoke grenade if they have not already used it. Yes, they use them.

L85 hit power reduced, LR3000 increased (effectively swapped over).
Because the L85 already had its reliablity dramatically increased,
I feel this is a fair trade-off. Likewise, the LR3000 needed to be
improved otherwise it would have been a useless gun. Bear in mind
that the L85 is the generally first semi-sniper that I tend to use
at the early stages. This way, now there is at least a reason to
upgrade to the LR3000 for until better rifles are available.
It also makes sense because the LR300 costs 20% more.

-= ARMOUR =-

Mercenary and Monolith suits added.

Bulletproof cap has been modified (6, 12, 16, 20, +10 up to 80 for Exo).

There is a now a chance of looting armour. This is entirely random, it
is irrelevant as to what armour an NPC is wearing. They will typically
drop something they would normally wear, but sometimes you might find
something else. Generally speaking, better armour is on better levels.
By the way, Freedom and Duty have a 1/500 chance of dropping an Exo!

I intend to give each and every NPC a suitable piece of armour. They will
never actually wear it, rather it will just sit in their inventory, and a
percentage will be applied for each outfit as to the chance of it dropping.
Currently it is essentially random loot, but this method would go so far as
placing them into their individual inventories. This way, so long as the
NPC spawns then there is a chance that they will drop their suit, whereas
currently it is determined by their community and the map.

Note that no armour will be lootable on Master difficulty.

The attributes list when viewing armour appears to have an error in respect
of shock protection, in that it is displaying the icon and text for impact.
I have changed this to shock, as I'm sure it should already be.

Additionally, I have configured all the armours to offer the same protection
against strike (as in the real value), bullet wounds (I believe this relates
to bleeding, not bulletproof) and explosions, in comparison to whatever the
value is for rupture (mutants). Thus, if a suit gives 25 protection against
rupture then it will be the same for grenades. This applies to upgrades as
well, in respect of increasing the integrity; for example, a 20% increase
in this case will gain an extra 5 protection for each relevant attribute.

As for the durability of armour the upgrades will state either 50% or 100%,
for first and second level improvements. This is not a real calculation, it
just effectively tells you that you have upgraded either once or twice.

The number of default artefact slots have been changed for several suits.
In particular the heavy Duty and Military suits may now carry 3 in total.
I changed these ones because having only 2 slots negated their strengths.

New armour values...

Anomaly Rupture Bullet Slots$ - 1$ - 2$ - 3

Novice510152061202500
Bandit510202561212500
Clear Sky10152025122002100015002000
Freedom10152530122012100015002000
Duty10152530122012100015002000
Stalker12182535163025150020002500
SpecOps12183040204002200030004000
Mercenary12183545204013200030004000
Clear Sky16243545305013300040005000
Freedom16243545305023300040005000
Monolith20304050406024450060007500
Duty254040605070136000800010000
Military254050705070136000800010000
Scientific408030503050256000800010000
Exo (both)2550508060802275001000012500

* First number is default, second for maximum upgrade. Price is for upgrades per tier.

-= WEAPONS =-

Weapon durability slightly rebalanced. In particular, the IL has been
drastically improved because it was essentially useless before; it's still
the least-reliable weapon but it will last a lot longer than before. You
can see a detailed description of the changes by checking the text file.

-= ARTEFACTS =-

Radiation costs and bonus yields rebalanced.

Money values have been changed (2500, 5000, 10000, and 15000).

The Compass gives a bonus to everything, but costs 6 radiation.

Respawn system activated. Untested for now, will keep tabs on it.

Now lootable from NPCs...

Clear Sky, Renegade and Military do not drop artefacts at all.
Bandits sometimes drop level 1, rarely level 2 and never level 3.
Stalkers, Freedom and Duty have increased chances, rarely level 3.
Mercs and Zombies are better still, fairly likely to drop level 2.
Ecologists and Monolith are the most likely of all to drop level 3.

Note that no artefacts will be lootable on Master difficulty.

A new artefact has been discovered, but nobody knows much about it.
All we do know is that it looks like a genetically-modified cabbage.

-= TRADE =-

Sidrovich offers 25% for ammo, 80% for artefacts and also buys food.
Stalker trader prices slightly better for guns, but not too much,
and is also selling better equipment as the faction expands,
including the mercenary suit (but no longer sells the SEVA).

I am yet to configure the faction traders so there will be a few
discrepancies for time being. Only Cordon has been done as yet.

-= UPGRADING =-

The Stalker mechanic in Cordon will upgrade any original equipment.

-= GAMEPLAY =-

Guides are now free. A price will be shown for some destinations; if this
is the case then you will need only have the money available, but it will
not be deducted from your balance.

NPCs are no longer using the standard grenade.

The default maximum capacity has been increased to 75.

The "max load", as displayed on the inventory screen, defines how much the
player may carry before the stamina depletes much faster. By default this
is 50kg, but due to the increased hard carry limit it is now 60kg.

Stamina has been improved. Penalty for jumping and running reduced by 25%,
although it is unchanged where the player is heavily loaded or immobilised.
Standing regenerates stamina 20% faster. Actually, I'm not entirely sure if
this is working properly but it's not causing any problems so I'll leave it
be for the time being.

When starting a new game, the intro cuts straight to the dialogue with the
commander and the player will therefore quickly have control of the actor.

Better reward for joining the Stalker faction. Instead of receiving a
crappy detector and a few anti-rads, the player is now rewarded with...

1) A modified Stalker Suit. It does not have any default artefact slots, so
can only carry 3 in total, and is also slightly worse off in protection. To
make up for this its money value has been halved (meaning a full repair job
will cost only $1,250), and can also carry 10kg more (meaning it can boost
the capacity to a total of 100kg with the two relevant upgrades).

2) A modified AK74/U. The weapon stats are effectively the same as, if not
slightly better than, a fully-upgraded Viper, and it may use standard pistol
ammo. The cost has been set to 5,000 so that it's more costly to repair, and
and it can neither be sold nor upgraded any further.

-= OTHER MODS =-

"Faction Commander", by rgggclp - activate with F1 at the main menu

"Wish Granter", from Complete - activate with F2 at the main menu

"Helios Spawn Menu", by Helios - activate with F3 at the main menu

"OGSM Freeplay", by DEXXX

Allows the game to continue upon completion.

"No Garbage Mugging", by Supernatur4L

The mugging still takes place but no money or items are lost.
Simply open the marked box to complete the mission objective.

"Ammo Sorting", by IG2007

This sorts ammo into full boxes, which not only improves
functionality of the UI but also reduces memory usage as
there would technically be less boxes to render in total.

"Enabling Weapons in Camps", by Helios

"No Intro Movies"

"Silent Nightvision"

"FlashlightRangeMod01"